Professional Documents
Culture Documents
Nick L. Eraño, Derlyn Q. Lacsamana, Krisha Mae D. Samia, Arlan L. Datu, Shiena
Research Adviser
Denver Covita
December 2022
Table of Contents
1. Acknowledgement……………………………………………………………………… 3
Motivation……………………………………………………………………………………5
4. Chapter I
I. Introduction……………………………………………………………………………….7
5. Chapter II
6. Chapter III
III. Methodology…………………………………………………………………………….11
7. Chapter IV
IV.I Findings/Result…………………………………………………………………….. 20
8. Chapter V
V.II References……………………………………..………………………………………25
ACKNOWLEDGMENT
First and foremost, praises and thanks to the God, the Almighty, for His
successfully.
We would like to express our deep and sincere gratitude to our research
supervisors, Mr. Denver Covita and Ms. Nicole Guinto for giving us the
academic semester. Their vision, sincerity, motivation and dynamism have deeply
inspired us. They taught us to the methodology to carry out the research and to
present the research works as clearly as possible. It was a great privilege and
honor to work and study under their supervision and guidance. We, as the
researchers, are extremely grateful for they have offered us. We would also like to
thank them for their empathy, friendship, and great sense of humor. We are
extending our heartfelt gratitude to their family and friends for their acceptance
and patience during every discussion we had with them on research work and
thesis preparation.
We are also extremely grateful to each of our parents for their love, prayers,
caring, and sacrifices for education and preparing us for our future. We are very
much thankful to our friends for their love, understanding, and continuing support
to complete this research work. Also special thanks to our former research
supervisor in Grade 11, Mr. Paul Bryan Patawaran. His advices and teachings are
This study’s purpose is to find out implications and outcomes on 12-1RA STEM
students’ academic performances from video games. It also aims to perceive how gaming
It is also the researchers’ goal to ascertain how the students manage their time in a
day with gaming. A question whether if the students spend more time on gaming than on
studying is very essential for the researchers to find out. Advantages of playing video games
is also discussed in this study such as computer literacy, creativity, being imaginative, etc.
Furthermore, the researchers are determined to learn how playing video games are
connected with the mental health of the 12-1RA STEM students. Finding out their beliefs on
the statement “playing online games can stimulate anger and violence due to games” is very
The result of this study will be a significant and great benefit to one another to determine
the Online Gaming Experiences: Practical Implications and Outcome on 12 STEM 1RA
To the Students. who are having scholastic difficulties will get information and awareness of
how to successfully carry out their online gaming addiction since they will be diverted from
their studies. A lot of elements influence study. Furthermore, students must restrict how much
To the Teachers. This research will provide teachers with more information about their
pupils' circumstances. They may also use it as a reference while pupils are being adversely
affected for gaming addiction so that it does not interfere with their academics.
To the Parents. The parents will be capable of comprehending the implications of various
factors that could affect their children's drive to adapt They will be aware of how they will
limit their children's use of gadgets and mobile games, and the distraction may effect them as
well.
To the Future Researchers. The study might be utilized as a guide. They may benefit
from the research since it will give them more information and understanding about the
existing application. Also, the study can give them knowledge on how they will face
Implications and Outcomes on the Academic Performance of 12 STEM 1RA Students at Our
Lady of Fatima University. Furthermore, this study is intended and restricted to gain a
effect of online gaming on their Academic Performance, which may impact their academic
grades. This entails conducting a survey among solely STEM 1RA students at Our Lady of
Fatima University in San Fernando. Furthermore, the researchers had no intention of finding
Motivation:
It is in the researchers’ interest to learn and gain in-depth knowledge is eager about
the reasons why young people begin to play online games, as well as how playing such games
impacts their study habits and daily life. Additionally, the researchers are how can they
regulate it without interfering with their everyday lives. Furthermore, too much of a device is
bad for our health, not just for our eyes but also for our bodies.
Target Respondents:
Maximum of 50 respondents
Locale:
Introduction:
Many things are brought about by the advancement and development of technology.
People's lives are either made easier or more complex and convoluted. One of the outcomes
of this is The development is the introduction of online gaming over the internet, which has
proven popular. Many individuals and youngsters find it addicting and one of their favorite
participants. rather than a certain pattern of game play Online games are played through some
kind of network.computer network, now often found on the Internet The purpose of this study
was to investigate Online Gaming Experiences: Practical Implications and Outcomes on the
Academic Performance of 12 STEM 1RA Students at Our Lady of Fatima University. The
(2017) People are starting to utilize the internet in greater numbers these days.
Simultaneously, internet games have grown incredibly popular among the young population.
In recent years, computer games have become a very popular leisure activity among children
and teenagers. Indeed, based just on popularity, online gaming attracts a sizable audience per
proportion of 'favorite' votes among teenagers than the combined athletic team sports of ice
hockey and football. There are numerous advantages to using the Internet, as it not only
serves as an entertainment tool, but also as an important professional resource for work,
communication, and education. Knowing that many of their friends or classmates play online
games and tell stories about staying up late at night playing the games and even becoming
addicted to it, they sometimes forget to do normal household activities or school homeworks
and projects because they lack energy and feel lazy to perform in school. This is why the
researchers intended to explore the students' opinions about online gaming. A gaming
addiction is linked to greater rates of anxiety and depression, as well as poor academic
Their research suggests that playing violent video games has a harmful impact on children.
a number of measures The most important analysis is the one demonstrating that playing
violent games Aggressive conduct is increased by playing video games. Based on their
overall analysis The authors say, and likely notably the one about violent conduct, that
seeking, and a positive attitude. a positive assessment of one's IQ and a bad assessment of
met the authors' criteria. Criteria for diagnosing game addiction These teenagers were
predominantly males with poor educational levels (Klaus et al. 2009). Academic success is
inversely connected with gaming addiction. So far, no studies have been undertaken to
determine the percentage of senior high school students who are addicted to online games;
consequently, this study would like to discover the reasons that lead to senior high school
In the UK, correlation analyses between gaming activity and academic performance
were performed using a sample of 713 students, accounting for differences in gaming activity,
study discipline, gender, and overall views about gaming and study. The findings show that
test scores are actually negatively connected with gaming frequency, i.e., frequent players
typically score worse than less frequent players. Ip et al., (2008) concluded indulging in other
similar social activities may also have an impact on test scores, even though there is no
evidence between gaming frequency with overall academic achievement. Spending time
engaging in any social activity, including playing video games, may have a similar impact.
playing video games on academic performance. Surenheran et al., (2016) indicated that the
digital technology has made a tremendous impact on the life of younger generation, especially
the student community. Their socialization process is realized through the means of mobile
and Internet engagement. Spending time on technical gadgets is a vital part of their daily life.
This attraction towards the digital world limits their academic concentration. Younger
generations cannot ignore the environment of video gaming because it has the potential to be
the most interactive and enjoyable. In addition, technologists are devoting resources and
People and Video Games: Addiction, Participation, and Academic achievement. Skoric et al.
(2009) demonstrated in this study that video game addictions are regularly inversely
correlated with academic performance. However, there are no such associations for either
game playing time or video game involvement. He comes to the conclusion that there is
absolutely no connection between a propensity for playing video games and academic
success.
School to determine whether there was a substantial connection between playing online
games and students' social behavior and academic achievement. Based on the results from a
total of 126 respondents, Dumrique & Castillo (2018) stated that the students know how to set
boundaries, therefore playing online games has no negative effects on their academics. They
only play games on breaks and weekends when they have more time than when they have
courses because they are aware that they must maintain self-control in order to perform well
in class. Despite playing online games, they have good social skills and can communicate
even a half-hour when they have grown accustomed to it. Therefore, discipline is all that is
needed.
It is crucial to stress right away that, if such associations do exist, identifying any
causal elements would be challenging, if not impossible. Since so many known and unknown
variables are likely to have an impact, only carefully designed experiments could determine
whether playing video games frequently improves performance or the opposite. It's possible
that students who do well in specific topics are already drawn to video games and can develop
an addiction to them more quickly than those who do poorly. It would also be a formidable
task to design an experiment that would yield results that were absolutely certain. On the
other hand, there has recently been a growing amount of research into the possible benefits of
game playing, such as that of promoting ICT skills, and of its being an added motivational
component for sports training, and even formal education (Fery & Ponserre, 2001)
CHAPTER III
METHODOLOGY
This chapter discusses the methodology of this research, such as the methods adopted;
data processing method; gathering method; research method; statistical treatment; data
Methodology of Research
The study design, research instruments, gathering procedure, and data processing analysis
are all addressed in this chapter. The descriptive-analytic research design was adopted in this
study. There, the researchers discussed and examined the information, beliefs, and habits of
Senior High School STEM Students at Our Lady of Fatima University (OLFU) regarding
We meticulously tallied and organized the data after acquiring all of the necessary
information. The researchers used various strategies that are unavoidable to make the
The first step is to obtain authorization from the Senior High School STEM students'
The researcher will administer the questionnaire to the respondents, conduct tests and
analyze relevant records to gather the necessary data, retrieve the questionnaire from the
class, collate and classify the questionnaire to examine and compare carefully to note points
and verify the order, all of which are required for the study's completion.
Research Instruments
recommendations from Senior High School STEM students. The samples were utilized by the
Statistical Treatment
Before validating the data received via survey questionnaire, the researcher sorted and
tallied it. The researcher employed the Likert Scale for this study in order to statistically
evaluate and critically comprehend the meaningful interpretation of the acquired data. In
evaluating the data, the researchers used a basic percentage and frequency procedure utilizing
Instrument Validation.
The researcher manually distributed the questionnaires via online platform called google
forms during the students' available time so that their courses were not disrupted. This was
also done to guarantee that the questionnaire would not be retrieved immediately.
CHAPTER IV
BODY PARAGRAPH
This chapter of the study contains the data acquired from 50 Our Lady of Fatima
University Senior High School Students who functioned as research respondents. It also
contains data analysis and interpretation that has been structured in accordance with the study
topics listed.
In this pie chart, 86% of the respondents answered Yes while 14% of them chose
No.
2. Does online gaming cause relationship issues regarding your family and friends?
In the question 2, the respondents predominantly answered Yes which is 82% and the rest is
No which is 18%.
3. Does playing online games helps you to become more creative and imaginative?
In this pie chart shows that the most answered by the respondents is Yes which is 98%
This question 4 demonstrates that 96% of the respondents chose Yes as their response and 4%
5. Would you agree that online gaming enhances our mental well-being?
The majority of responders (92% of them) to question 5 chose "Yes," while the
6. Do you believe playing online games is one way to increase the person’s computer
literacy?
chose "No."
7. Do you believe playing online games can stimulate anger and violence due to games?
The image above depicts a close result between the two choices, but the Yes side
prevailed by 2%. The Yes is the about 52% while the No is 48%.
As shown in the pie chart, 86% of respondents said yes, while 14% said no.
10. Would you agree that online gaming is a good way for a need of relationships and
escapism?
According to the chart, 98% of participants responded Yes and 2% said No.
Online gaming refers to games that are played online on devices such as a phone or a
computer.
Online gaming has its own set of benefits and drawbacks. Online gaming is the most
popular method to pass the time while waiting these days. These games assist to improve
children's learning skills by utilizing innovative technology and visual representations. Online
However, the negative consequences that the devices on which these games are played
have on a person's eyes cannot be overlooked. People are limiting their social lives and
spending more time on the internet as a result of online gaming. Students' attention is diverted
Our study's findings are presented in this chapter to assist readers and potential
researchers in learning more about the impact of effective time management on grade
negatively?
The results has shown that it does affect their academic performance but in a
good way. The respondents agree to the statements saying “playing online games help
you become more creative and imaginative” and “ playing online games is one way to
The results has shown that it does enhance their mental well-being. They agree
to the statement “online games help you become more creative and imaginative”.
3. Does playing online games can stimulate anger and violence due to games?
According to the results, half of the respondents agreed to the statement and
half do not agree to it. It is hard to conclude which is the appropriate answer and this
games?
More than a quarter of the respondents agree to the statement saying “online
gaming cause relationship issues regarding your family and friends”. However, they
also believe that in online gaming, it is a way for new relationships and escapism.
CHAPTER V
As the respondents assessed, it can be inferred that playing online games positively
affects the academic performance of students. The results has also shown that video games
can stimulate the students’ creative thinking and problem-solving. It helps them become more
creative and imaginative which are aspects that would be useful in real life. The results has
also shown that playing online games is one way to increase the person’s computer literacy.
Although the academic performances of the respondents are not negatively affected, they
tend to have less time for proper social interactions with friends and family, hence, causing
relationship issues in real life. However, the respondents believe that online games is still also
Regarding time management, although the respondents play online games on a regular
basis, they respondents still have enough time and energy to do their tasks at home. The
results has also shown that they tend to spend more time on studying than on online games
which that these might have a connection to the other results which that playing online games
The results has also shown that online gaming enhances the respondents’ mental well-
being. They also feel more relaxed playing online games compared to studying. In terms of
the statement saying “playing online games can stimulate anger and violence due to games”,
Student – Someone who manages and carries a responsibility to finish their task
Academic Performance - how students handle their academic work and how they
Computer Literacy - defined as the knowledge and ability to use computers and related
technology efficiently
Education - the abilities, skills, comprehension, and attitudes that you can learn from
going to school
Escapism - the tendency to seek distraction and relief from unpleasant realities,
users at any one computer can, if they have permission, get information from any other
computer
Online Games - games that are played over some form of computer network, most
often the Internet. Example: Mobile Legend, Clash of Clans, Rules of Survival, Dota etc
Player - person taking part in a sport or game specifically in an online video game
https://doi.org/10.1111/1467-9280.00366
Dumrique, D. O., & Castillo, J. G. (2018). Online gaming: Impact on the academic
the Philippines laboratory high school. KnE Social Sciences, 3(6), 1205.
https://doi.org/10.18502/kss.v3i6.2447
https://doi.org/10.1177/1368431009345050
Fery, Y. A., & Ponserre, S. (2001). Enhancing the control of force in putting by video
https://doi.org/10.1080/00140130110084773
Ip, B., Jacobs, G., & Watkins, A. (2008). Gaming frequency and academic
https://doi.org/10.14742/ajet.1197
Paukert, A. L., Phillips, L., Cully, J. A., Loboprabhu, S. M., Lomax, J. W., & Stanley,
112. https://doi.org/10.1097/01.pra.0000348363.88676.4d
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: